A sedimentary rock. Most of this code handles the sedimentation and cementation* process. This sucked. Balancing sucked more. But it is done.
*No compaction due to lack of weight or any means for pixels to detect when another pixel tries to move into them.
* Now uses structure_test.js (Room)'s method
* Now made from brick and glass
* Added Amogus Seed to generate it (this structure is small, so a simple behavior suffices; to use this method for bigger structures, you'll have to tweak the seed with a tailored tick function)
* Added color array and code to pull from it
Prompt is unkeybound: must call funniPrompt() in console
commands: set, test, fill, randomfill
> Usage: set [property] [element] [value] <type>
> Arguments are typed without framing characters.
> The element can be \"all\" to set the property for every pixel.
> Note: Strings can't have spaces because spaces are the separator used in the parsing split().
> Arguments in [brackets] are required and ones in <angle brackets> are optional."
> Usage: fill [overwrite (should be a bool)] [element] <additional elements>.
> Arguments in [brackets] are required and ones in <angle brackets> are optional.
> Usage: randomfill [overwrite (should be a bool) (default: true)]
> Arguments in [brackets] are required and ones in <angle brackets> are optional.
It modifies drawPixels to add a "find mode" that causes the currently selected element to pulsate red and yellow.
To toggle it, pull up the info for the element "find_toggle" and click the magenta text in the description.
change.js: edit of replace.js, changes anything to a given element (behavior of The Powder Toy's replace mode)
triggerable_random_powders.js: adds 3 powders
one becomes a random element when heated, another does when cooled, and the third does when shocked